/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitAbilityActivate.h
Wait until a new ability (of the same or different type) is activated. Only input based abilities will be counted unless IncludeTriggeredAbilities is true.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_WaitAbilityActivate](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_WaitAbilityActivate) * WaitForAbilityActivate ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) WithTag, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) WithoutTag, bool IncludeTriggeredAbilities, bool TriggerOnce )